Comments on: P3: Escape the Death Chamber https://github.blairmacintyre.me/site-archive/cs4455f12/2012/10/05/p3-escape-the-death-chamber/ Video Game Design and Architecture Thu, 11 Oct 2012 12:29:55 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: Willie Owens https://github.blairmacintyre.me/site-archive/cs4455f12/2012/10/05/p3-escape-the-death-chamber/#comment-84 Thu, 11 Oct 2012 07:43:12 +0000 https://github.blairmacintyre.me/site-archive/cs4455f12/?p=1281#comment-84 The maze idea has been ditched. Instead, a series off hallways or corridors will denote levels. The player will attempt to escape imprisonment while your captors try and seal every entrance, while hot on your tail!

The player will have to use a combination of brakes and boost to maneuver about objects and enemies while trying to escape as quickly as possible. The player might also need to use its lasers should an enemy be in his way. Sets of glowing orbs, placed by an unknown ally, may be collected to gain power-ups (Extra boost, Health, etc.).

Prototype Goals (whoops, missed that!)
Player/ship movement including turning (while flying forward) in 3d space, braking, and boost. Polish effects will be used to emphasize the ships movement, such as fire from the thrusters.
I will create a basic portion of what might have been a much larger and more complex level. The ‘cave’ idea has been ditched for a set of passages, each getting you one step closer to safety.
The fun will come from learning to mastering the flying movement, which will prove key to escaping alive, avoid fire from and shooting enemies, and the overall immersion in the game world.

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By: Blair MacIntyre https://github.blairmacintyre.me/site-archive/cs4455f12/2012/10/05/p3-escape-the-death-chamber/#comment-68 Sat, 06 Oct 2012 20:50:21 +0000 https://github.blairmacintyre.me/site-archive/cs4455f12/?p=1281#comment-68 The escape metaphor is good, although I would suggest ditching the maze. Mazes don’t provide satisfying challenges, they are simply annoying unless they serve some other purpose, because your score and how well you do is largely based on dumb luck in terms of choices.

Instead, create some sort of skill based movement (ala starwars pod racing) that the player has to master, while they travel on a pretty well defined course.

That will all be tied in with your movement and controls.

Since you didn’t give a prototyping plan, I’d suggest resolving this “no maze, please!” issue, figuring out what the challenge and controls will be, and experimenting with them!

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